[0096] Finished - See 0097.

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[0096] Finished - See 0097.

Postby Neco » Thu Dec 25, 2014 11:14 pm

Tracker

Please visit the 0097 thread here: click me.

0096b Download:
Island Defense 4.0.0.0096b Beta OU9.w3x
Initial release.
(2.45 MiB) Downloaded 138 times


0096 Changelog:
  • Terrain
    • Added "Beach Base".
    • Added "Bay Base".
  • Bug Fixes
    • Attempted to fix image compression for Mac computers.
    • Fixed Radioactive's Overload Tower effect being infinite on heroes.
    • Fixed Titan's tooltip for L2G.
    • Fixed RoS stopping your Builder from golding.
    • Removed conditional checks for Punish (fixing Punish not working after -titan).
    • Minions don't gain EXP if mini minions kill workers/structures.
    • Fixed lazy randoming or -ar constantly changing your class name beside your player name.
  • Balance
    • Increased delay between random lumber spawns.
    • Reduced Cannibilism reform's effectiveness by making the workers cost 5 food up from 4. Reverted the gold cost to 10g from 20g.
    • Titan experience sharing improved (now actually shares between others, instead of giving flat values).
    • Added Mana Pool to Draenei's Summoner.
    • Improved Draenei walls. They now take 1.5 mana per point of damage instead of 2.
    • Reduced Nature's Ancient Mystics upgrade time to 15s from 60s.
    • Movement speeds reviewed again. Titans' reduced to 365, all Builders' reduced to 340, all Minions' reduced to 340 and all (normal) Hunters' reduced to 365.
    • Increased Night Vision of Builders and Walls to 80% of their Day Vision (up from 60%).
    • Reduced Troll's Spear Tower attack speed from 0.85s to 1s.
    • Increased the cooldown of Lucidious's Island Vision. Also reduced the revealed size to 2500 from 3500.
  • New Features
    • Added a Courier ability to the mound.
    • Added a success message to the -give command.
    • Added Ultravision to Makrura as an upgrade from the RC
    • Added a new escape ability to the Troll, "Voodoo".
    • Demonicus
      • Hunting - Darkness (Slow Poison)
      • Scouting - Summon Shade (Invisible with True Sight)
      • Nuke - Concentrated Darkness (AoE from Titan, -armor, no cast delay)
      • Windwalk - Shadow Walk (Permanent Invisibility at night, drains mana when walking, toggleable)
        • BUG: Using a Moon Crystal when having not enabled Shadow Walk will leave it usable, although using it will automatically disable it.
      • Heal - Healing Darkness (AoE targeted heal)
      • Unique - Dark Mark (Infects target, if dies makes Dark Spawn)
      • Ultimate - Permanent Night Time + no mana drain on Shadow Walk
      • Demonicus Minions
        • Nuke - Generic
        • Windwalk - Generic
        • Heal - Wave
        • Unique - Miniminions
        • Ultimate - Rage
  • Misc
    • Added a more appropriate model for Faerie's Research Centre.
    • Move triggers out of /code/ (making the map more portable).
    • Added more base signs.

0096a Changelog:
  • Fixed Balthasar being "denied by Red" when dying.
  • Fixed Demonicus's Shadow Walk not switching over at night.
  • Fixed Demonicus's Shadow Walk and ultimate when using a Tome of Retraining.
  • Set Artifact (Titan) and Permanent (Builder Towers, Egg Items, etc.) items to be invulnerable.
  • Reduced Demonicus's Shadow Walk mana drain to 0.125 * distance (from 0.25 * distance).
  • Fixed Balthasar being "denied by Red" when dying.
  • Added a cooldown delay to Armored Scales from the builder shop.
  • Fixed Tauren's Enfeeble not being punished.
  • Fixed -oldkeys punish.
  • Fixed Tauren getting experience from Whirlpool, Spiny Towers, etc.
  • Made a test for keeping the camera unlocked during race selection (in order to fix replays locking up).

0096b Changelog:
  • Added a hotkey for learning Moltenious's Permanent Immolation (R).
  • Fixed Spawns of Darkness spawning builder selection shops.
  • Added "Voodoo" to Troll's selection description.
  • Moved all abilities from the Punishment Cage to the Gold Mound.
  • Moved Titan's selection area.
  • Reverted the change in 0096a for keeping the camera unlocked. It was causing issues.

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Post balance suggestions from 0096 in this thread!
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Re: [0096] In Development

Postby Neco » Tue Dec 30, 2014 9:20 am

Updated! Not quite ready for release though.
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Re: [0096] In Development

Postby Dehumanchum » Thu Jan 01, 2015 9:10 pm

When demo hits a target he can't be controlled from what Beek was saying when we tested it out. Also no more alpha glow :|
Image

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Re: [0096] In Development

Postby BeeKauzh » Thu Jan 01, 2015 11:18 pm

@Dehumanchum This has happened to me a few times in 9d, idk if the problem comes from the map or me.
@Neco Demonicus' ww takes away all your mana in like 2 seconds when walking, thats way too low to be useful.

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Re: [0096] In Development

Postby Bad » Fri Jan 02, 2015 3:21 am

"Attempted to fix image compression for Mac computers."

This makes me happy
Im good

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Re: [0096] In Development

Postby Neco » Fri Jan 02, 2015 3:34 am

Bad wrote:"Attempted to fix image compression for Mac computers."

This makes me happy

Oh right, while you're here. Would you mind seeing if this one has any success? <3

Island Defense 4.0.0.0096 Beta OU9.w3x
Release Candidate 1.
(2.44 MiB) Downloaded 129 times
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Re: [0096] In Development

Postby Tedro32 » Fri Jan 02, 2015 9:39 am

Reduced Cannibilism reform's effectiveness by making the workers cost 5 food up from 4. Reverted the gold cost to 10g from 20g.

i believe cannibilism cost 20 gold from the beggining. or all the times i picked troll it was that 20g. still in this 96 cost 20.

----

Courier is great, but if it is one of titan units, it should have vision of the courier ( even if its invulnerable).

--------
-give command works with

-give purple 30 or give Tedro32 30 ? ( i tested with -give darkgreen 30 and works fine).
maybe instead of -give <player> <amound>, should be -give <color> <amound>

--------
Love new minion of demonicus. I dont know if Darkness spirits are the same as the old ones but the picture it is.

------
gonna keep testing

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Re: [0096] In Development

Postby Neco » Fri Jan 02, 2015 9:44 am

Tedro32 wrote:Courier is great, but if it is one of titan units, it should have vision of the courier ( even if its invulnerable).
The problem with giving it sight is that it then becomes possible to use the courier to scout out locations (which is definitely not intended). However, if you select a unit when you choose where to send the courier, it will follow that unit even if that unit moves from it's original location. So having no sight shouldn't be a problem.

Tedro32 wrote:-give command
All commands that require players allow you to use colors / names, it's a feature!

Tedro32 wrote:gonna keep testing
Thanks Tedro <3.
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Re: [0096] In Development

Postby Tedro32 » Fri Jan 02, 2015 10:52 am

@neco (edited)
Demonicus i dont know why but in the night i cant shadow walk.

if i use moon crystal i can do it. and after the cd of moon crystal is off, i can use the hotkey "W" but before moon crystal i cant use shadow walk properly and the hotkey isnt available.( I am using it on the night. )

if its night i can click on the skill and titan would stop moving like in the old version when u stand in the place and titan is invisible. But if i keep playing like that, i cannot use hotkey neither shadow walker. So the only option is to make it work with moon crystal).

i dont know if you refered to this
BUG: Using a Moon Crystal when having not enabled Shadow Walk will leave it usable, although using it will automatically disable it.


For the moment i played with only one player, so i might gonna have to use 2 pc to test it further. Specially that demonicus heal that seems like you can cast it and continue moving without cancel spell.
Last edited by Tedro32 on Fri Jan 02, 2015 1:20 pm, edited 5 times in total.

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Re: [0096] In Development

Postby Tedro32 » Fri Jan 02, 2015 10:55 am

bay base can fit 52 towers research center, advance research center and merchant, plus all the workers to fill food. without any mana pools ofc. I dont know if it will be better to make bay base entry 6x6 instead of one wall to block entry, make it two ?. Sorry i dont know how to say in another way.

Beach base is awesome. That big coral that works as a tree to gather lumber xD.
Also if you pick makrura towers correctly you can fit 60 mega towers :D .

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Re: [0096] In Development

Postby Dehumanchum » Fri Jan 02, 2015 3:00 pm

@tedro bay base is fine because titan can go out of range of its wing pretty fast in late game. Also it lacks in support space so the extra tower is kind of needed to counter that problem.
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Re: [0096] In Development

Postby Haunt » Fri Jan 02, 2015 3:36 pm

Bay base imba. 60 towers can shoot simultaneously.

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1k range tho

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Re: [0096] In Development

Postby Bad » Fri Jan 02, 2015 5:39 pm

Neco wrote:
Bad wrote:"Attempted to fix image compression for Mac computers."

This makes me happy

Oh right, while you're here. Would you mind seeing if this one has any success? <3

Island Defense 4.0.0.0096 Beta OU9.w3x


Still crashes for me sadly, nice to see you're making an attempt to help out the shitty Mac users like myself though :)
Im good

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Re: [0096] In Development

Postby Tedro32 » Sat Jan 03, 2015 2:05 am

Demon spell "empowered talisman" has as hotkey "x" while balthazar has "d" cant be both "X" ?

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Re: [0096] In Development

Postby Burn » Sat Jan 03, 2015 3:27 am

Hah, bay/beach base has a nice ring to it. Seems pretty balanced considering it's hard to fit any food sources in it. The choke point for titans may be a problem though, will need path widening.

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